How you represent yourself in the virtual world of video games may affect how you behave towards others in the real world, according to a new research published in the journal Psychological Science. “Our results indicate that just five minutes of role-play in virtual environments as either a hero or villain can easily cause people to reward or punish anonymous strangers,” said lead researcher Gunwoo Yoon at the University of Illinois at Urbana-Champaign.
Yoon and co-author Patrick Vargas note that virtual environments afford people the opportunity to take on identities and experience circumstances that they otherwise can’t in real life, providing “a vehicle for observation, limitation, and modelling”. Researchers wondered whether these virtual experiences — specifically, the experiences of taking on heroic or villainous avatars – might carry over into everyday behaviour.
They recruited 194 undergraduates to participate in two supposedly unrelated studies. The participants were randomly assigned to play a Superman (a heroic avatar), Voldemort (a villainous avatar), or a circle (a neutral avatar). They played a game for five minutes in which they, as their avatars, were tasked with fighting enemies. Then, in a presumably unrelated study, they participated in a blind taste test. They were asked to taste and then give either chocolate or chili sauce to a future participant. They were told to pour the chosen food item into a plastic dish and that the future participant would consume all the food provided.
Participants who played Superman poured, on an average, nearly twice as much chocolate as chili sauce for the future participant. And they poured significantly more chocolate than those who played either of the other avatars, researchers found. Participants who played Voldemort, on the other hand, poured out nearly twice as much of the spicy chili sauce than chocolate. A second experiment with 125 undergraduates confirmed these findings and showed that actually playing as an avatar yielded stronger effects on subsequent behaviour than just watching someone else play as an avatar.
Interestingly, the degree to which participants actually identified with their avatar didn’t seem to play a role. “These behaviours occur despite modest, equivalent levels of self-reported identification with heroic and villainous avatars, alike,” Yoon and Vargas note. “People are prone to be unaware of the influence of their virtual representations on their behavioural responses, they said. The researchers hypothesise that arousal, the degree to which participants are ‘keyed into’ the game, might be an important factor driving the behavioural eff
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